










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite 'See The Threads' usage 1.5.5This simple addon removes the new "one use per zone level" limitation of the See The Threads (Chronomancy/Chronomancy) talent. After the update which severely limited this talent and removed Precognition' ability of splitting the timeline completely, I felt like a huge and fun part of chronomancy was taken away (even though it aligned better with balancing). Recently, I've started to dabble in game's code and this addon is my first, long-desired creation. Hopefully, someday I'll be able to make an addon for Precognition too, although this would be much more difficult than this simple tweak. With all that said, please enjoy this addon to your heart's content. :3 --- Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Playable Mummy Race 1.4.8Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Hulk! 1.4.8 Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Harbinger 1.5.5 Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Weapon Schematics for Tinkers at Birth 1.5.5 Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.5.0Official Expansion!Bastion 1.4.6A complete rework for Bulwark. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! The Enforcer 1.5.10Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes. Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 . Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Staff Infusion 1.3.0Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Ruined Cave Floor Sort 1.3.0Modifies Embers of Rage's Ruined Cave to sort items dropped on the floor, similar to the Sher'Tul Fortress storage room. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Hulk |
| Class | Cultist of Entropy |
| Level / Exp | 12 / 9% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1013 (base 10) |
| Dexterity | 1023 (base 10) |
| Constitution | 1009 (base 10) |
| Magic | 1036 (base 37) |
| Willpower | 1018 (base 13) |
| Cunning | 1036 (base 23) |
Resources
| Insanity | 64/100 |
| Equilibrium | 20 |
| Vim | 144/144 |
| Life | 144286/144286 |
| Stamina | 2603/2603 |
| Healing Factor | 2.2709923664122 |
| Regeneration | 22707.652671756 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 172.19540360852 |
| See Invisible | 169.19540360852 |
Offense: Mainhand
| Damage | 818 |
| Accuracy | 229 |
| Crit Chance | 610% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 196 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 204 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +26% |
| Mind | +16% |
| All | +6% |
| Lightning | +26% |
| Light | +29% |
| Temporal | +22% |
| Cold | +41% |
| Fire | +49% |
| Darkness | +12% |
Offense: Damage Penetration
| Temporal | +9% |
| Darkness | +9% |
Defense: Base
| Armour (hardiness) | 344.76946334354 (45%) |
| Defense | 165 |
| Ranged Defense | 165 |
| Fatigue | 10 |
| Physical Save | 177 |
| Spell Save | 188 |
| Mental Save | 179 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Acid | + 46%( 70%) |
| Lightning | + 58%( 70%) |
| Temporal | + 15%( 70%) |
| Cold | + 66%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 53%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 27% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5280 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Oblivion | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Entropy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Rift | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Chronophage | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Nether | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Doom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Calamity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Beyond sanity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Chant of Resistance |
| talent | Jinxed Touch |
| talent | Atrophy |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Elemental Harmony |
| talent | Exploit Weakness |
| talent | Daunting Presence |
| talent | Void Stars |
| beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
| beneficial effect | The target has 3 increased saves and defense, and 2% increased critical chance. 1 Jinx |
| beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Masteries +0.20 Wild-gift/Blizzard A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | spellstreaming hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +7 (+1 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.13 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+1 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 433.62 mind damage and cripples the target's higher mental functions, reducing cunning by 46 and confusing (43% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+1 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+0 eff.) Apr +9 ----- def ----- Defense +11 (+1 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | sneakthief's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +6 (+0 eff.) Rings can have magical properties. |
| Around neck | grounding steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% lightning Stun/Frz- +27% Amulets can have magical properties. |
| In main hand | Staff of Destruction (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+1 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 12 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 234.04 physical damage, inflicting bleeding for another 117.02 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 321.61 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Light source | scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +7% fire Mind.save +7 (+1 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
elm vilestaff (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of might (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Mana/turn +0.10 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego+] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +7.00% Phys.pwr +5 (+0 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +15% darkness Acc +6 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+2 eff.) Acc +20 (+1 eff.) Absorb energies. Uses 600 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
elemental stralite greatmaul (168% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Arcane Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +16% acid +12% fire +14% lightning +16% cold Massive two-handed mauls. |
blazebringer's stralite waraxe of massacre (146% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +10 fire While equipped: dps ---------- All.spd +5% Res.pen +8% fire One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% ---------- misc Masteries +0.10 Wild-gift/Thunder +0.10 Wild-gift/Supercell Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 Masteries +0.20 Wild-gift/Blizzard As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
stralite dagger of projection (131% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Psionic Power 131% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 25% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 516 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
throat-seeking elven-wood longbow of dampening4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +20 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +14% nature ----- def ----- Resists +15% acid +18% fire +14% lightning +17% cold Spell.save +14 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+1 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+1 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 36 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
searing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy Armour Training [Ego+] Arcane While equipped: dps ---------- Melee+ 11 acid 14 fire Melee Ret 10 acid 11 fire ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +16% Resists +16% acid +13% fire A suit of armour made of mail. |
Camidor the stralite mail armour (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy Armour Training [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +18.00% ----- def ----- Armour +10 Defense +4 (+0 eff.) Fatigue +16% Resists +7% mind +6% temporal Mind.save +22 (+2 eff.) HP.reg +0.60 A suit of armour made of mail. |
rough leather gloves of the starseeker (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +1 Cun +2 Mag ----- def ----- Armour +1 Resists +5% light +6% darkness ---------- misc Infravis +1 Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 205.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frostfire Gauntlets (0 def, 3 armour)1.5 T2 hands armor Reqs Heavy Armour Training [Unique] Arcane While equipped: dps ---------- S.pwr/crit +5 Dmg.mod +10% fire +10% cold ----- def ----- Armour +3 Resists +10% fire +10% cold Cold Flames: Level 2.0 Pwr.cost 12 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 192.19 cold damage, and have a chance of freezing. These flames will also slowly burn physical and magical status effects, beneficial from enemies, detrimental form allies. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Chamodar the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +2 Str dps ---------- Dmg.mod +6% mind +6% physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +6% mind Mind.save +11 (+1 eff.) ---------- misc Infravis +3 Telepathy Dragon A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+1 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
151 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of the zealot1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +5 (+1 eff.) Spell.save +10 (+1 eff.) Heal.mod +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Wand of Death2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Res.pen +10% blight +10% cold +10% darkness ---------- misc Max.souls +3.00 Masteries +0.20 Spell/Animus Fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic). Uses 12 power out of 30/30 You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Achievements
Against all odds (Roguelike)
Killed Ukruk in the ambush.By She-Hulk the Hulk Cultist of Entropy level 10
67th Dusk 122nd year of Ascendancy at 13:00 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By She-Hulk the Hulk Cultist of Entropy level 11
69th Dusk 122nd year of Ascendancy at 23:50 see stats
Level 10 (Roguelike)
Got a character to level 10.By She-Hulk the Hulk Cultist of Entropy level 10
67th Dusk 122nd year of Ascendancy at 00:13 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By She-Hulk the Hulk Cultist of Entropy level 9
67th Dusk 122nd year of Ascendancy at 00:13 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By She-Hulk the Hulk Cultist of Entropy level 3
60th Dusk 122nd year of Ascendancy at 03:05 see stats
The secret city (Roguelike)
Discovered the truth about mages.By She-Hulk the Hulk Cultist of Entropy level 11
77th Dusk 122nd year of Ascendancy at 18:56 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By She-Hulk the Hulk Cultist of Entropy level 10
67th Dusk 122nd year of Ascendancy at 12:54 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By She-Hulk the Hulk Cultist of Entropy level 9
67th Dusk 122nd year of Ascendancy at 00:13 see stats
Log
She-Hulk performs a melee critical strike against Rotting mummy!
You collect a new ingredient: mummified bone (1).
Rotting mummy counters the attack!
She-Hulk hits Rotting mummy for 2003 arcane damage.
She-Hulk killed Rotting mummy!
Cave troll misses She-Hulk.
She-Hulk performs a melee critical strike against Cave troll!
You collect a new ingredient: length of troll intestine (1).
Cave troll counters the attack!
She-Hulk hits Cave troll for 1572 arcane damage.
She-Hulk killed Cave troll!
She-Hulk picks up (m.): throat-seeking elven-wood longbow of dampening.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: ancient papyrus scroll
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: learnt lore).
She-Hulk deactivates Jinxed Touch.
She-Hulk deactivates Power Overwhelming.
She-Hulk deactivates Atrophy.
She-Hulk deactivates Daunting Presence.
She-Hulk deactivates Void Stars.
She-Hulk deactivates Chaos Orbs.
She-Hulk deactivates Elemental Harmony.
She-Hulk deactivates Exploit Weakness.
She-Hulk deactivates Chant of Resistance.































































































































